Beyond D20, The System
A D20 fantasy system, significantly more straightforward than D20 D&D.

The basic rule: Roll d20 add modifiers over a target number.

Modifiers can come from

Ability modifiers

Backgrounds

Skill Rank (for Skill Tests)

Attack bonus (for combat)

So for example

Organo the Sly, a 5th Level Expert, doing a flying tumble over a large number of Mage-Guards of the Arcane Guild, rolls d20 with +5 for her Skill Rank, +8 for her background of being a member of a travelling circus and +3 for her Dexterity Modifier, for a whopping + 16 in total.

If Hargvard the Brute, a 5th level Warrior, is trying to do the same thing he doesn’t have any backgrounds that help acrobatics, so he would only get a + 1 from his Dex modifier. As a result, his player is far more likely to barge through the group of warriors, which allows Hargvard to bring in his background as a street thug and skills as a warrior into play for a much higher modifier.

The target number is assigned by the Referee and starts at 10, +5 for each complication involved in the test. Rolls can be opposed, so the target number can be a d20 roll generated by the opposition. So, in the above example, the Referee could roll a skill test for the Guards collectively and use the result as the target number.

Finally, if you can bring into play one of your character’s drives, which are written on the character sheet as short descriptions of what motivates the character, you get to roll twice picking the more favourable roll. However, if you fail, despite rolling twice, you land your character at great risk.

So in the above example, Organo’s player invokes her drive of “To live life to the full” and the Referee warns them that if Organo fails she will end up tumbling gracefully right into the middle of the crowd of Mage-Guards ready to pound her with their poleaxes.

Your character also has special class-based abilities. Such as fighting styles for warriors, spell casting and magic for magicians, various tricks of the trade for Experts. Some of these are expected D&D abilities, and some are from the setting.

Spell casting uses a familiar spell list, but casters have Magic Points, so it’s not the usual fire and forget system. All the spells from regular D&D that break a magic point system, such as Sleep and Charm Person, have either been removed or rewritten to fit in.